Combat Medic Archive

Thread: experimenting on subcomponents

Solidlunatic
Sat Feb 21, 2004 9:47 am
#1

Ok so I finnally have all the resources I need to create all my Adv schematics. What do I experiment on? Also what causes me torun out of experimenting room and still have points left? Is it the quality of the resources or does it have to do with the crafting station?

I'm using +14.19 food and chem stations with an R2 droid with 110 crafting. Will I get better results with a crafting station then my R2 droid?


Thanks ahead of time,

-Solidlunatic
Usisco
Sat Feb 21, 2004 12:47 pm
#2

Currently its the quality of the resources that effects (affects?) how high it will experiment. Personally I like to see big ticks, so as much experimentation as i can goes into effectiveness, then any leftovers into range. I wouldnt mind more range, but I would hate to give up the big ticks.


Your crafting tool only affects the number of critical failures, successes, not how many experiments you can do.







Penguin

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beyowulf
Sat Feb 21, 2004 2:42 pm
#3



There are some general rules of thumb you can use when experimenting, but the most important one on advanced medical components (ALS/ACRDM/ABEC/ASDS) is the decision between experimenting for charges or power on ABECS.


If you experiment for changes, you'll generally lose between 3-12% of the overall effectiveness of the med, but gain a 12-27% improvement in the number of charges for the item the ABEC is used in. For example, all other things being equal, a 21C/12P ABEC will increase the charges on a medical Stim-B from 32 to 39 compared to a 21P/12C ABEC.

Message Edited by beyowulf on 02-21-2004 05:28 PM



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DarthCedric
Sat Feb 21, 2004 4:15 pm
#4

Great info, especially on ABECs. I myself consider the tradeoff between charges and effectiveness in favor of charges on ABECs since every extra charge is one full effectiveness rating better.

A 35 charge 410 eff stim B is better than a 30 charge 430 stim B.



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Solidlunatic
Sat Feb 21, 2004 7:12 pm
#5

Sweet, exactly what I was looking for. Thanks for all the info guys.

-Solidlunatic
Bennyboy4308
Sat Feb 21, 2004 9:03 pm
#6

Wait a minute, experimenting on duration on ARCs and area of effect on ADMs directly effects the power in the final combine?



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Solidlunatic
Sun Feb 22, 2004 2:36 am
#7

Ok so I have another question For the ADC what is the final out come of the poison/disease if I experiment on the ease of use vice the charges? Is it as simple as the ease of use of the poison/disease will be lower?


-Solidlunatic
jkray8472
Sun Feb 22, 2004 3:04 am
#8

Ease of use will go down, and the potency will go up some.



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Bennyboy4308
Sun Feb 22, 2004 2:51 pm
#9



Bennyboy4308 wrote:
Wait a minute, experimenting on duration on ARCs and area of effect on ADMs directly effects the power in the final combine?




Still wondering.



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
Solidlunatic
Mon Feb 23, 2004 12:31 pm
#10

Thanks for the info jkray. So if I experiment on the charges will the final poison/disease outcome be more charges? Or does it affect the effectiveness and/or range also?


Basically I am trying to get more potency and effectiveness then anything else...


-Solidlunatic
SioBabble
Mon Feb 23, 2004 12:37 pm
#11

My understanding is that ease of use on poisons and diseases has an impact on the intensity of the damage done per tick, as in making it higher.


Or am I all confused?


I would think that you'd have a trade off between the amount of damage per tick, and the duration of the ticks. I'm not so much concerned with the number of uses as I am those other two factors. Basically, I'm of the opinion that the more damage per tick you do, the better off you are.






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Usisco
Mon Feb 23, 2004 2:30 pm
#12

Experimenting on Ease Of Use, will increase your Potency (Increases the chances that the poison/disease will land)


Experimenting on Charges, will increase charges AND range (where apllicable)


Experimenting on Effectiveness will increase Effectiveness (amount of damage per tick)







Penguin

NewDawn, Corellia at 3686, 483
Vendor-Penguin's Armour

Selling high quality armour, custom work available

Morganite
Mon Feb 23, 2004 2:43 pm
#13






Usisco wrote:

Experimenting on Ease Of Use, will increase your Potency (Increases the chances that the poison/disease will land)... Also adds area of effect on area medicines..


Experimenting on Charges, will increase charges AND range (where apllicable)


Experimenting on Effectiveness will increase Effectiveness (amount of damage per tick)











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